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The Crypts of Kelemvor

by Thomas Foss and Scott Fitzgerald Gray


Introduction flame that fills a 25-foot-radius area with bright blue-
white light. For the first 3 rounds after a brazier is lit, any
“The Crypts of Kelemvor” is a one-shot Dungeons undead creature that starts its turn within the brazier’s
& Dragons adventure for characters of levels 3 to light takes 16 (3d10) radiant damage—presenting a
5, adapted from a quest in Neverwinter online. This significant threat to such creatures. The length of time
scenario sees the adventuring party given an important it takes to light the braziers is the wild card. A character
quest to collect a number of broken magical seals and adjacent to a brazier must use an action to light it, but
to light a number of magical braziers, all of which once doing so requires a special striking rod and stone, as
protected the crypts of Kelemvor. In so doing, they well as a successful DC 12 Dexterity check.
can help to quell a devastating uprising of undead— The Grave Robbers. Before the main boss fight at
organized by a powerful lich named Idris bent on the end of the scenario, the characters come across an
destroying the city of Neverwinter. adventuring party known as the Grave Robbers. Three
of that party’s original four members face off against the
Running the Adventure characters (with their cleric having been found eaten in
This is a classic dungeon delve, but with a number an earlier part of the dungeon). You can play the Grave
of MMORPG twists. The characters are tasked with Robbers as greedy and spoiling for a fight, or you can
finding and collecting items, but must also “click” parts portray them as pragmatic and willing to work with the
of the environment as they explore—the braziers whose characters to complete their exploration of the dungeon.
magical light is anathema to undead. In addition to the Monsters. Statistics blocks for the undead and other
normal tricks the adventurers can use as they face off monsters of the crypts appear in an appendix at the end
against the undead of the crypts, the light of the sacred of the adventure.
braziers can be used as a weapon. Additionally, the end
of the scenario gives the characters a chance to interact Ebon Downs
with another adventuring party—a band known as the Deep in the Silverwisp Swamp off the southern High
Grave Robbers. Road lie the burial grounds known as Ebon Downs.
Sacred Braziers of Balance. When one of these Here, many generations of local folk have been laid
magical braziers is lit, its fire bursts forth in a bright blue to rest, interred within barrows, crypts, and tombs.

1
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As you enter what is left of the rundown temple of
Kelemvor, you feel a strange wave of warmth pass
through your body.

Any cleric or paladin in the party will recognize that the


characters have just passed through a protective ward of
some kind.

The temple is small, and is missing part of its roof and


one wall. A priest of Kelemvor tiredly stands watch,
looking out over the barrows beyond, and an armored
cleric stands in the center of the area next to a campfire.
The cleric looks forlorn until he sees you, at which point
his smile brightens and he beckons you over to him. He
introduces himself as Doomguide Soulhearth—the one
who sent out the request for aid.
The villagers of Grimhollow have watched over these
grounds for many years, with each generation passing Soulhearth is not the most talkative person, and he
on the duties to their children. Under their watchful gets straight to the point. “This temple of Kelemvor, our
eyes, the Ebon Downs have seen peace. fortress, is our stronghold against the lich Idris and its
But one night, that peace was shattered forever. army of undead. But it is not as secure as it should be.
Whether due to a lapse in Grimhollow’s vigil or some
Grave robbers have broken into the crypts beneath the
unknown power, the dead rose in force from the burial
grounds and attacked the village, overwhelming its temple, and have broken several of the mystical seals
citizens. Those few lucky enough to escape spoke of that ensure those who are buried there remain at rest.
a dark magic that caused those killed in the attack “I need you to enter the crypt, relight the sacred
to rise as undead almost as soon as the life had left braziers that will destroy the undead, and bring back
their bodies.
the broken seals. I can then repair them, while the holy
The only thing left standing as a beacon of hope
fires from the braziers will keep any more undead from
in Ebon Downs is the rundown fortress-temple of
Kelemvor—a literal wall dividing the now-swamp- entering the crypt.”
encroached village from the great barrows and the
graveyard. Here, the priests of Kelemvor still inter the
By accepting Doomguide Soulhearth’s quest, the
dead, making sure they don’t rise. The doomguides,
characters will help resanctify the crypts beneath the
clerics, and paladins dedicated to the god of the dead
shrine of Kelemvor. Their goal is to collect all the broken
have pledged their lives in restoring the balance of Ebon
seals and to relight all the braziers found in the crypts.
Downs. But they are fewer and fewer every day, and
have begun to call out across Faerûn for help.

Adventure Hook
If you want to play “The Crypts of Kelemvor” as a side
trek in a larger adventure, you can look for ways to
tie the quest into that adventure. Whatever way you
customize it, the characters are approached by an
acolyte of Kelemvor petitioning for aid to the temple.
A token payment of 20 gp is offered, in addition to free
travel and food—and the promise of burial if things go
badly. But of more interest to adventurers is the acolyte’s
promise that any gems, magic, or other wealth found
within the crypts can be kept, since the dead no longer
need such things.

Sealing the Crypts of


Kelemvor
When the players are ready to begin the adventure, read
or paraphrase the following.

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Features of the Crypts the lever is pulled again, or unless a door closes
automatically as a security measure. If the characters
The crypts of Kelemvor are on three levels, broken out are worried about someone closing the doors behind
into separate chambers and hallways. All levels are them, an open door can be held open by wedging a spike
connected by stairs, and the areas of each level are or similar object between it and the adjacent wall with
separated by portcullis gates and stone doors. a successful DC 12 Strength check. Unless otherwise
The key objects in the crypts are the statues of noted, a door that has been closed can be forced open
Kelemvor that once held the magic seals (currently manually with a DC 25 Strength check, or can be
broken), the braziers of balance, and lots of sarcophagi. opened with a knock spell or similar magic.
Broken Seals. Each of the broken seals that the All portcullis gates in the crypts creak and grind
characters must collect is a piece of carved marble loudly when raised. The stone doors open with a loud
scribed with the symbol of Kelemvor, and weighing scraping sound.
about 4 pounds. All the seals were once held by statues Ceilings. Unless otherwise indicated, corridors and
of Kelemvor scattered around the crypts. rooms in the crypts have ten-foot-high ceilings.
Doors and Gates. The areas of the crypts are Light. Many of the areas on the first level are lit by
separated by either iron portcullis gates or stone doors. magical torches imbued with continual flame. In other
The portcullis gates allow characters to see through areas (including both the lower levels), there is no light
them into the areas beyond. Most doors and gates are except what the characters bring with them.
opened magically using levers on the “front side” of the Sarcophagi. Numerous stone sarcophagi are set
door, closest to the entrance to the dungeon. This design throughout the crypts. Unless otherwise indicated, all
was intended to allow areas of the crypts to be closed off are closed. Any closed sarcophagus can be opened with
from the outside if needed. a successful DC 20 Strength check, but contains only
Pulling a lever to raise or lower a door or gate is moldering bones.
an action. Once open, a door or gate stays open until

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Area 1: Entry chamber Pulling the lever raises the creaking portcullis, but
there is no sign of a mechanism for the stone door. No
When the characters enter the crypts, read or action or magic available to the characters can open the
paraphrase the following. door, and any ability checks made to search or open it
result in failure. (This door opens automatically after the
A steep set of stairs leads sixty feet down to the east of
characters turn a special key in area 8.)
The bones are the remnants of undead skeletons
the temple, to a wooden door where a Kelemvorite priest
destroyed by the Grave Robbers when they recently
waits. He unlocks the door and beckons you through, passed this way.
handing over a small candle lantern, a heavy striking Broken Seal. The piece of carved marble at the feet of
stone, and a steel rod the size of a large dagger. “Only the statue is the first of the crypt’s broken seals.
the spark of this rod and stone can light the braziers of
balance,” he says dutifully. “May Kelemvor and Selûne
Area 3: Main Crypt
protect you.”
The door shuts loudly behind you as the last of your This huge chamber is supported by arched pillars, and
group passes through it, and the sound of the lock being features a ceiling ten feet high. Three ornate sarcophagi
turned on the other side is ominous. You stand in a short stand along the far wall, one of which has had its lid
hallway. To the south, a thick metal portcullis gate is removed. Two torches along the side walls fill the room
rusted shut, showing only a dark corridor beyond. To the with magical light, revealing open doors along the north
north, the hallway opens up into a small room. and south walls.
In the center of the room, a waist-high marble brazier
A burned-down campfire on the east side of the room is carved with the symbol of Kelemvor—and has a
suggests that this area was once a guard post of mutilated body sprawled before it. Wood is stacked and
some sort. Next to the fire is a cloth knapsack that ready for lighting within the brazier, suggesting that the
holds treasure left behind by a priest who once stood body might have been an acolyte attempting to light it. A
guard here.
scroll lies on the floor next to the body.

A large stone door with no handles stands to the north,


With a successful DC 13 Wisdom (Perception) check, a
with a large brass lever on the wall beside it. When the character notices crouched figures lying in wait within
lever is pulled, a disturbingly loud scraping sound rings the shadowed spaces between the sarcophagi.
out. Dust billows as the thick stone door slides upward,
revealing the area beyond. A magical torch around the
corner of the hallway lights the way forward.

Treasure
Within the knapsack, the characters find a potion of
healing that has the scent of brandy.

Area 2: Central Intersection


Two doors and an open corridor give the characters a
choice of directions from this area.

Two doors stand ahead of you—a metal portcullis gate


to the west, and a stone door straight ahead to the north.
Looking through the portcullis, another corridor extends
some twenty feet before making a T-intersection. A brass
lever stands beside the portcullis on the west wall.

Where the passageway opens up to the east, it


reveals both a larger room ahead and a statue of the
god Kelemvor, its hands open as if it were holding
something. A piece of carved marble sits on the floor at
the statue’s feet. Opposite the statue is a small alcove set
with a pile of humanoid bones.

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Zombie Horde This small chamber features a single sarcophagus, more
As soon as any character moves past the pillars closest
ornate than those seen in the larger crypt. A destroyed
to the doorway, eight zombies rise up from the shadows
and attack. For a 4th-level party, use eleven zombies. zombie is sprawled at the foot of the sarcophagus, its
For a 5th-level party, use fifteen zombies. splintered skull all but removed by some massive object.
The players should instinctively recognize that this is In front of you, you see that object—a spear coming out
a potentially overwhelming group of foes—and should of one of two holes in the wall, which must have once
remember that focusing on lighting the brazier will aid
been part of a trap guarding this area.
their efforts to defeat the undead.
The zombies are not smart enough to recognize the
destructive potential of the brazier, and they attempt to
fight within its light even as that light destroys them. Area 5: Wight Tomb
Doors
Stone doors lead into areas 4 and 5, both of them This chamber features ornately carved bas reliefs along
already raised. Each door has a lever beside it that can
the walls, showing the symbol of Kelemvor alongside
be used to lower and raise it.
magical inscriptions. The same inscriptions cover a
Treasure sarcophagus against the far wall, which is far more ornate
The characters can claim the spell scroll of prayer of than those seen in the main crypt. The sarcophagus is
healing dropped by the acolyte. Additionally, a search of
set with large red gems just beneath its lid.
the acolyte’s body reveals an additional striking stone
and steel rod, letting two characters attempt to light a
brazier at the same time. A detect magic spell or similar magic reveals the
presence of warding and binding spells within
Area 4: Trapped Tomb the chamber.
Pressure plates (marked as triangles on the map) and If any character touches the sarcophagus, its lid
a nonfunctioning trap in this room are not a threat, but suddenly bursts off. Any character within 5 feet of the
should hopefully make the characters nervous as they sarcophagus must succeed on a DC 14 Dexterity saving
explore. There is nothing of value in this room. throw or take 3 (1d6) bludgeoning damage and be
knocked prone as the lid slams to the floor.

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Wight Attack Treasure
When the sarcophagus lid comes off, a wight in Any search of the webs in the spiders’ nest uncovers a
gleaming knight’s armor stands up within and leaps to purse holding 15 gp, as well as a fine shortsword with
the attack. At the same time, the room’s magical wards a silver handle and a tooled silver scabbard, probably of
fill the area with a sickly, pulsing red light—and cause drow make and worth 20 gp.
the door to slam shut unless it has been spiked open.
The wight is weakened by the warding spells in the Area 7: Side Crypt
room, imposing disadvantage on its attack rolls. The
wards also reduce it to 25 hit points for a 3rd-level party,
or 35 hit points for a 4th-level party. Give it full hit points A statue of Kelemvor with a broken seal at its feet stands
if facing a 5th-level party. along the east wall, while a brazier stands along the west
wall. A tattered banner bearing the symbol of Kelemvor
Wards
The magical wards are a boon to the characters, but hangs on the wall above the brazier.
their pulsing light can be distracting. Any creature Four ornate stone sarcophagi stand in the corners
that starts its turn in the room must succeed on a DC of the room, and in an alcove near the entrance. The
10 Intelligence saving throw or have disadvantage on sarcophagus in the far corner appears to have been
attack rolls until the start of its next turn. broken in half.
Dealing with the Door
Any character standing in the entrance to this area A successful DC 15 Wisdom (Perception) check reveals
when the door falls must decide which side of the door movement within the broken sarcophagus.
to move to. The character must also succeed on a DC
12 Dexterity saving throw or take 5 (1d10) bludgeoning Raging Zombie
damage and be knocked prone. When any character moves more than halfway into
Any characters left in area 3 when the door falls the room, an enraged zombie leaps out of the broken
can pull the lever to open it and join the fight. If all sarcophagus, howling in hunger and racing toward the
the characters are in area 5, the door can be opened characters.
manually (see “Features of the Crypts,” above). Use the statistics of an ogre zombie for this more
After the fight, a successful DC 13 Intelligence advanced foe, but the zombie is a Medium creature. For
(Investigation) check can be made to examine the door
mechanism and locate a hidden latch that opens the
door from inside. This check cannot be made in combat.

Treasure
The sarcophagus is set with four large sardonyx
gemstones worth 10 gp each, all of which can easily be
pried out.

Area 6: Double Doors

An intersection of corridors features two stone doors


with a lever between them, a sarcophagus in an alcove,
and a statue of Kelemvor with a broken seal in its hands.

Nothing hinders the characters from easily claiming this


seal—unless they open the doors first. Pulling the lever
opens both doors simultaneously, revealing the entrance
to area 7 as well as this area—a web-filled chamber
whose occupants are not happy to be disturbed.

Spider Hunt
The side chamber is the nest of three giant wolf
spiders, all of which attack at once. For a 4th-level party,
give each spider 18 hit points. For a 5th-level party, give
each spider 23 hit points.
If any spider is reduced to 5 or fewer hit points,
it scrambles to the back of the side chamber and
disappears up one of several rough, narrow tunnels
leading to the creatures’ hunting grounds on the surface.

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a 4th-level party, increase the zombie’s Armor Class to
9. For a 5th-level party, increase the zombie’s Armor
Class to 10.

Treasure
The broken sarcophagus holds three tattered devotional
scrolls (worth 10 gp total to a temple), and a silver
necklace featuring a symbol of Torm (50 gp).

Area 8: Chapel
The characters are likely to see this area in two
stages, interrupted by a fight with the chapel’s skeletal
guardians.

The corridor opens up to a large chamber with the


look of a chapel. Its arched ceiling rises to a height of
thirty feet, and magical light shines from the north.
The southwest corner of the chamber holds seven plain
sarcophagi with wooden coffins stacked between them,
many of those rotten and broken open. A large support
pillar has a statue of Kelemvor next to it, with a broken
seal at its feet. Bones are scattered everywhere, but of
more immediate concern are the skeletons that step out
from behind the pillar, racing forward to attack.

Wandering Skeletons
The six skeletons in the initial part of the room attack
any creatures they can see, and should interfere with
the characters’ attempts to claim the broken seal or
push farther into the room.
For a 4th-level party, use eight skeletons. For a
5th-level party, use fourteen skeletons.

Getting to the Brazier Standing between a pair of pillars, another statue


Characters who move far enough into the room to see holds a cracked seal in its hands. A ten-foot-deep dais
the brazier on the dais will likely get the idea to rush for to the north rises six feet above the floor, lit by a magical
that area ahead of the skeletons, then light the brazier
torch and reached by a short flight of steps. A brazier
as the undead close in. Two things stand in their way,
though—the zombies in the western alcove, and a spike stands at the center of the dais, with a bas relief of a set
trap at the top of the dais stairs (in the square indicated of Kelemvor scales carved above it. Oddly, the scales are
on the map). tipped to the left, where Kelemvor’s symbol normally
shows them in balance. A large brass key is set into the
Further Exploration
wall beneath the symbol.
As the characters move farther into the room (whether
during the skeleton fight or after that fight is done),
reveal the details of the rest of the chapel. Depending on
where the characters go, you might read or paraphrase Zombie Diners
only parts of the following text. With a fresh meal in front of them, the two zombies
ignore the party’s fight with the skeletons, not attacking
until the first character approaches to within 10 feet of
Wide alcoves before the dais are each set with a stone
the northernmost statue, or if they are attacked first. For
sarcophagus and lit by a magical torch. The western a 4th-level party, use four zombies. For a 5th-level party,
alcove is occupied by zombies, hunched over something use six zombies.
on the floor between them and seemingly oblivious to
your presence.
Stair Trap
At the top of the stairs, a hidden pressure plate triggers
a mechanical trap. Any creature that steps on the trap
causes a cluster of spikes to shoot up into their feet, and
must make a DC 14 Dexterity saving throw. On a failed

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save, the creature takes 9 (2d8) piercing damage, or half turns back, the scales go out of balance once more, and
as much damage on a successful save. the door to area 9 automatically closes.
A character searching the stairs and the dais notes (The Grave Robbers knew of the key’s function before
the trap with a successful DC 13 Wisdom (Perception) entering the chapel through the hole in the ceiling. They
check, and can easily step around it. A character quickly turned the key, then fled through this area to
climbing the stairs without searching spots the trap avoid fighting the undead here.)
only if his or her passive Perception is 18 or higher. A
character climbing the stairs at speed has no chance to Treasure
spot the trap. The dead cleric wears a breastplate in good condition,
but it’s in bad need of cleaning. If the body is rolled
Unfortunate Visitor over, the characters find a pouch with a broken potion
The body being feasted on by the zombies wears the vial in it, but the body’s weapons and pack are gone
armor and regalia of a cleric, but has been mutilated (quickly grabbed up by the Grave Robbers when they
beyond recognition. (The characters can learn later that fled this area).
this is one of the Grave Robbers. The last one of the
group to climb down into this area, he was killed when Area 9: Dark Stairs
his climbing rope broke.) When the adventurers return to the central intersection
Any character searching the north end of the room (area 2) after turning the key on the dais in area 8, they
notes a pile of broken tile and stone on the ground next will see that the stone door to the north has opened as
to thirty feet of rope with a frayed end. A hole in the a result.
ceiling above the pile connects to a rough tunnel leading
aboveground, and has a short length of frayed rope
visible where it’s tied off around a rock spur. Beyond the door stands a small room with a lever next
to another stone door, already open. Beyond that door, a
Turning the Key set of steep stairs leads down into darkness.
The large brass key is magically fitted to the keyhole
underneath the bas relief of Kelemvor’s symbol, and
cannot be removed. When any character turns the key, A character making a successful DC 12 Wisdom
the scales in the bas relief magically right themselves, (Perception) check notes that the second door has been
and the characters hear the faint sound of a stone door wedged with a spike to keep it open. The door from area
grinding open in the distance, back toward the entrance. 2 was likewise spiked, but the spike was shattered when
(This is the means by which the characters gain the door magically closed. A successful DC 13 Wisdom
entrance to area 9 and the levels below.) (Perception) check discovers a hidden latch that opens
Turning the key back in the other direction puts the the door to area 2 from inside this area.
scales out of balance once more and closes the door
into area 9. Otherwise, after one hour, the key magically

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Area 10: Warded Hall the trap’s four attacks randomly divided among them: +4
to hit, 5 (1d10) piercing damage.
The bolts fly the length of the hallway and hit the
The initial chamber of this area holds only a pair of
southwest column and the south wall if they don’t strike
anyone. If the characters bypass the area and make it
stone columns, but a dark hallway leads north toward a
safely to the T-intersection, they can easily see the holes
T-intersection and an east–west corridor. in the wall out of which the crossbow bolts fly.

Moving On
A successful DC 11 Wisdom (Perception) check notes a The eastern arm of the intersection leads to a collapsed
number of broken crossbow bolts around the southwest section of hallway that can’t be dug out. To the west is a
column and the southern wall of the initial chamber. portcullis and a lever, with stairs seen just beyond. The
This might offer the players a hint of the trap beyond. portcullis is already open. Any check made to search it
reveals that it is wedged with a spike so that it cannot
Crossbow Trap
be closed.
The north-leading hallway is set with a series of
pressure plates in the floor, in the area between the
triangles appearing on the map. The plates are made
Area 11: Faintly Lit Stairs
of iron concealed under years of dust and rubble, and
can be spotted with a DC 15 Wisdom (Perception)
A set of stone stairs leads down to a landing, then turns
check. Characters not spotting the trap will step on the
pressure plates, causing four crossbow bolts to be fired to the north. From beyond the bend, a faint rise of
through holes in the north wall. Any characters in the flickering light intermittently dances across the walls.
hallway or the eastern part of the initial chamber have

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An entry chamber at the bottom of the stairs features a It takes a successful DC 10 Dexterity check to walk
statue holding a broken seal next to an open stone door. around the spiked pit. On a failed check, a character
It can be easily noticed that the door is spiked open. falls into the pit and must make a DC 12 Dexterity
Any character who reaches the base of the stairs and saving throw. With a successful save, the character
succeeds on a DC 11 Wisdom (Perception) check can manages to land between the spikes, taking only 3 (1d6)
hear distant voices. slashing damage from their edges. On a failed save,
the character slams down onto the spikes and takes 10
(3d6) piercing damage. If any character falls into the pit,
Voices from ahead are raised as if in argument, but the Grave Robbers across the room (see below) hear it
are too far away for any details of the conversation to and come over to investigate. Adjust the following part
be heard. of the encounter as necessary.

The Grave Robbers


See the next area for more information. When the characters have moved through the open door
to see fully into the room, add the following details.
Area 12: Warded Chamber
From the entry room of area 11, the characters will be
On the far side of the room, an oversized stone door
able to see some of the details of this room through the
stands closed. In shadowed light, two figures are pacing
open door, as you determine.
before the door and its lever, including one carrying an
enormous sword. Their hushed argument carries across
The floor of this rectangular chamber is breached directly
the room.
in front of the door by a collapsed trap—a spiked pit
fifteen feet across and nearly twenty-five feet side to
side. Narrow ledges to both sides look as though they It takes a successful DC 12 Wisdom (Perception)
check to hear the details of the argument between the
should allow passage around the pit. Near the center of
adventurers known as the Grave Robbers. If none of the
the twenty-foot-high chamber, a brazier of balance stands characters can hear the conversation, paraphrase the
unlit. A sealed sarcophagus is set off to the side. following action.

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The figure with the sword seems impatient as he grunts, The Grave Robbers
“You going to be there all day? Or should I smash it If the characters decide to take on the Grave Robbers, they
open now?” are in for a tough fight:
• Samulkin Farcaster is a tiefling mage and the leader of the
A figure closer to the door snarls back, “I’m a mage, group, who uses bravado to hide when he feels that he’s in
not a rogue. There are heavy wards and strong magic a bit over his head. Use illusionist stats for Samulkin.
keeping this door sealed.” • Gromlik Three-Teeth is a heavily armored warrior with
sword and shield. Most folk think he’s a dwarf, but no one
“So you try, then,” the warrior says to someone
really wants to ask. Use knight statistics for Gromlik.
unseen. • Cailyassa Forgedawn is a half-elf rogue with a shortbow—
“I told you, it’s a magic seal,” a third voice says. “Not and a short temper. Use scout statistics for Cailyassa.
my thing . . . Wait … what’s that?” Their experience and savvy make the Grave Robbers
Suddenly, the third figure steps out from behind a a challenge for even a 5th-level party. For lower-level
characters, make the following adjustments to Samulkin’s
pillar—an archer with bow drawn. “We have company,”
and Gromlik’s stats:
she calls to her companions. • For a 3rd-level party, Samulkin has already expended
his 3rd- and 4th-level spell slots and has only 19 hit
points. Gromlik has only 26 hit points and cannot use his
Whether spotting the characters’ light or hearing the Leadership ability.
sound of their movement, the Grave Robbers’ rogue • For a 4th-level party, Samulkin has already expended his
becomes aware of the characters’ presence as they 4th-level spell slot and has only 28 hit points. Gromlik has
draw close. only 35 hit points.

Friend or Foe?
This encounter can go a number of different ways, weapons and armor, three potions of healing, coins and
depending on whether the characters try to ally with the gems worth 45 gp, and one uncommon consumable
Grave Robbers, attempt to see them punished for their magic item of your choice.
desecration of the crypts, or treat them as a direct threat
and try to kill them outright.
Area 13: Final Crypt
If the characters try to broker a deal with the group,
use roleplaying and DC 14 Charisma (Persuasion)
A low-ceilinged chamber holds a statue of Kelemvor in
checks to determine their success. The Grave Robbers
are opportunistic but honest, and are happy to work the northeast corner, with a large chest before it and
with the characters to get through to the next chamber a broken seal at its feet. A single ornate sarcophagus
in exchange for a fair split of any treasure found there. stands to the west, with a dusty open book set on one of
If the characters decide to fight the Grave Robbers—or four small plinths that surround it. A dead body sprawls
if they fail badly at persuasion or try to intimidate the
before the sarcophagus, whose sides are marked with
NPCs—the three are a potent threat.
If the characters want the Grave Robbers punished, skulls and whose engraving carries an arcane flavor not
the NPCs can be rendered unconscious if defeated, seen in the previous crypts.
then tied up for delivery to Soulhearth when the
adventure is done.
With a successful DC 13 Intelligence (Arcana or
Warded Door History) check, a character recognizes that the
Pulling on the lever of the stone door in this chamber sarcophagus’s inscriptions are Thayan in nature. A
has no effect as long as the powerful magical wards are character with a background related to Thay knows this
in place that hold the door shut. A detect magic spell automatically.
or similar effect, or a successful DC 15 Intelligence The book on the plinth is a dusty prayer book left
(Arcana) check, reveals that two separate magical here by the Kelemvorites, and worth 10 gp to a temple.
wards seal the door. The door can be forced open with The body is an acolyte who died in this place during an
a successful DC 30 Strength check, or its wards can be earlier rising of undead.
undone with two knock spells.
A character who studies the door and succeeds on
Vengeful Undead
A long-dead mage in the sarcophagus has been raised
a DC 13 Intelligence (Investigation) check senses that
as a flameskull and woken from its undead slumber
its magic feeds into the room in some way—a clue that
by the opening of the door into this area. Seeking
lighting the brazier also unseals the door’s magical
freedom, it starts to hammer against the lid of its coffin.
locks. When the brazier is lit, a pulse of light at the door
If the characters lift the sarcophagus lid, the flameskull
announces that the wards have been disabled. Pulling
attacks at once. If they do not, it casts lightning bolt
the lever then opens the door.
(which it has prepared instead of fireball) to blast the
Treasure sarcophagus open before it attacks. Any characters
If the characters fight and defeat the Grave Robbers, within 10 feet of the sarcophagus must succeed on a
they can claim their gear and treasure—mundane DC 12 Dexterity saving throw or be struck by shattered

Dragon+ 18 | The Crypts of Kelemvor 11


Not for resale. Permission granted to print or photocopy this document for personal use only.
stone for 10 (3d6) damage. Other characters might If the Grave Robbers fought through to this area with
“accidentally” be caught in the line of the blind-fired the characters, increase the amount of treasure so that
lightning bolt, as you see fit. the characters’ equal share amounts to the total above,
If the Grave Robbers have accompanied the and add an uncommon consumable magic item of your
characters into this area, have them join the fight by choice. The Grave Robbers are more interested in the
giving their statistics blocks to three of the players. In cash, allowing the characters to haggle for the magic as
that event, the flameskull has 80 hit points and can use you see fit.
its Fire Ray four times with its Multiattack trait. Roll
randomly for each attack to determine whether the Epilogue
flameskull targets the player characters or the NPCs. If the characters fought alongside the Grave Robbers,
If the characters can lure the flameskull into the light the NPCs try to beat feet once above ground, not
of the burning brazier in area 12, it will take damage wanting to explain their presence in the crypts to the
only once from the brazier’s light before retreating and Kelemvorites. If the characters captured the NPCs, they
attacking at range. can deliver them to Soulhearth along with the broken
seals. He gives the characters the promised 20 gp, along
Back Door
with his thanks.
The characters (and any surviving Grave Robbers) can
use the door in area 13 to leave the crypt if they have no
reason to retrace their route back through the dungeon. Doomguide Soulhearth greets you happily upon your
However, the door has no lever, meaning it must be return. “By the scales, you are back! And with the broken
opened manually or with magic.
seals! Very well done.” He beckons two younger priests
The stairs climb sixty feet before emerging through
a concealed door in a mausoleum near the temple of to take the seals, then shakes each of you by the hand.
Kelemvor. (Soulhearth and his fellow acolytes were “Thank you, friends. Your efforts have saved many today.
unaware of this long-forgotten second entrance into the We will repair and replace the seals before any more of
crypts, and are grateful to the characters for bringing it those foul undead escape to ravage our countryside.”
to their attention so they can close it off.) “We are but humble priests here. But please, take
Treasure this token of our appreciation. Safe travels, and may
The sarcophagus contains only rotting robes. The Kelemvor always keep your path in the balance.”
chest contains tokens and offerings to Kelemvor, most
of which are worthless—but includes gems and coins
worth a total of 200 gp. Editing, development, and layout for Dragon+:
Scott Fitzgerald Gray

Dragon+ 18 | The Crypts of Kelemvor 12


Not for resale. Permission granted to print or photocopy this document for personal use only.
Appendix: Monsters and NPCs
Flameskull Giant Wolf Spider
Tiny undead, neutral evil Medium beast, unaligned

Armor Class 13 Armor Class 13


Hit Points 40 (9d4 + 18) Hit Points 11 (2d8 + 2)
Speed 0 ft., fly 40 ft. (hover) Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (−5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0) 12 (+1) 16 (+3) 13 (+1) 3 (−4) 12 (+1) 4 (−3)

Skills Arcana +5, Perception +2 Skills Perception +3, Stealth +7


Damage Resistances lightning, necrotic, piercing Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Damage Immunities cold, fire, poison Languages —
Condition Immunities charmed, frightened, paralyzed, Challenge 1/4 (50 XP)
poisoned, prone
Senses darkvision 60 ft., passive Perception 12
Languages Common Spider Climb. The spider can climb difficult surfaces, including
Challenge 4 (1,100 XP) upside down on ceilings, without needing to make an
ability check.

Illumination. The flameskull sheds either dim light in a 15-foot Web Sense. While in contact with a web, the spider knows
radius, or bright light in a 15-foot radius and dim light for the exact location of any other creature in contact with
an additional 15 feet. It can switch between the options as the same web.
an action. Web Walker. The spider ignores movement restrictions caused
Magic Resistance. The flameskull has advantage on saving by webbing.
throws against spells and other magical effects.
Actions
Rejuvenation. If the flameskull is destroyed, it regains all its hit Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
points in 1 hour unless holy water is sprinkled on its remains Hit: 4 (1d6 + 1) piercing damage, and the target must make a
or a dispel magic or remove curse spell is cast on them. DC 11 Constitution saving throw, taking 7 (2d6) poison damage
Spellcasting. The flameskull is a 5th-level spellcaster. Its on a failed save, or half as much damage on a successful one.
spellcasting ability is Intelligence (spell save DC 13, +5 to If the poison damage reduces the target to 0 hit points, the
hit with spell attacks). It requires no somatic or material target is stable but poisoned for 1 hour, even after regaining hit
components to cast its spells. The flameskull has the following points, and is paralyzed while poisoned in this way.
wizard spells prepared:
Cantrip (at will): mage hand Ogre Zombie
1st level (3 slots): magic missile, shield Large undead, neutral evil
2nd level (2 slots): blur, flaming sphere
3rd level (1 slot): fireball Armor Class 8
Hit Points 85 (9d10 + 36)
Actions Speed 30 ft.
Multiattack. The flameskull uses Fire Ray twice.
STR DEX CON INT WIS CHA
Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. 19 (+4) 6 (−2) 18 (+4) 3 (−4) 6 (−2) 5 (−3)
Hit: 10 (3d6) fire damage.
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands Common and Giant but can’t speak
Challenge 2 (450 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit


points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or
from a critical hit. On a success, the zombie drops to 1 hit
point instead.

Actions
Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.

Dragon+ 18 | The Crypts of Kelemvor 13


Not for resale. Permission granted to print or photocopy this document for personal use only.
Skeleton Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2)
Medium undead, lawful evil
slashing damage if used with two hands.
Armor Class 13 (armor scraps) Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
Hit Points 13 (2d8 + 4) one target. Hit: 6 (1d8 + 2) piercing damage.
Speed 30 ft.

STR DEX CON INT WIS CHA Zombie


10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3) Medium undead, neutral evil

Damage Vulnerabilities bludgeoning Armor Class 8


Damage Immunities poison Hit Points 22 (3d8 + 9)
Condition Immunities exhaustion, poisoned Speed 20 ft.
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life but STR DEX CON INT WIS CHA
can’t speak 13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)
Challenge 1/4 (50 XP)
Saving Throws Wis +0
Damage Immunities poison
Actions Condition Immunities poisoned
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Senses darkvision 60 ft., passive Perception 8
target. Hit: 5 (1d6 + 2) piercing damage. Languages understands the languages it knew in life but
can’t speak
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., Challenge 1/4 (50 XP)
one target. Hit: 5 (1d6 + 2) piercing damage.
Undead Fortitude. If damage reduces the zombie to 0 hit
Wight points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or
Medium undead, neutral evil
from a critical hit. On a success, the zombie drops to 1 hit
Armor Class 14 (studded leather) point instead.
Hit Points 45 (6d8 + 18)
Speed 30 ft. Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA Hit: 4 (1d6 + 1) bludgeoning damage.
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)

Skills Perception +3, Stealth +4


Damage Resistances necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks not made with
silvered weapons
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 3 (700 XP)

Sunlight Sensitivity. While in sunlight, the wight has disadvan-


tage on attack rolls, as well as on Wisdom (Perception) checks
that rely on sight.

Actions
Multiattack. The wight makes two longsword attacks or
two longbow attacks. It can use its Life Drain in place of one
longsword attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d6 + 2) necrotic damage. The target must
succeed on a DC 13 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the target finishes a long rest. The
target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a
zombie under the wight’s control, unless the humanoid is
restored to life or its body is destroyed. The wight can have no
more than twelve zombies under its control at one time.

Dragon+ 18 | The Crypts of Kelemvor 14


Not for resale. Permission granted to print or photocopy this document for personal use only.
The Grave Robbers Actions
Multiattack. The knight makes two melee attacks.
Samulkin Farcaster Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
(Illusionist) target. Hit: 10 (2d6 + 3) slashing damage.
Medium humanoid (any race), any alignment Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Armor Class 12 (15 with mage armor)
Hit Points 38 (7d8 + 7) Leadership (Recharges after a Short or Long Rest). For 1
Speed 30 ft. minute, the knight can utter a special command or warning
whenever a nonhostile creature that it can see within 30 feet of
STR DEX CON INT WIS CHA it makes an attack roll or a saving throw. The creature can add
9 (−1) 14 (+2) 13 (+1) 16 (+3) 11 (+0) 12 (+1) a d4 to its roll provided it can hear and understand the knight.
A creature can benefit from only one Leadership die at a time.
Saving Throws Int +5, Wis +2 This effect ends if the knight is incapacitated.
Skills Arcana +5, History +5
Senses passive Perception 10 Reactions
Languages any four languages Parry. The knight adds 2 to its AC against one melee attack that
Challenge 3 (700 XP)
would hit it. To do so, the knight must see the attacker and be
wielding a melee weapon.
Spellcasting. The illusionist is a 7th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 13, +5 to hit
with spell attacks). The illusionist has the following wizard Cailyassa Forgedawn (Scout)
spells prepared: Medium humanoid (any race), any alignment
Cantrips (at will): dancing lights, mage hand, minor illusion,
poison spray Armor Class 13 (leather armor)
1st level (4 slots): color spray,* disguise self,* mage armor, Hit Points 16 (3d8 + 3)
magic missile Speed 30 ft.
2nd level (3 slots): invisibility,* mirror image,* phantasmal force*
3rd level (3 slots): major image,* phantom steed* STR DEX CON INT WIS CHA
4th level (1 slot): phantasmal killer* 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
*Illusion spell of 1st level or higher
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Displacement (Recharges after the Illusionist Casts an Illusion Senses passive Perception 15
Spell of 1st Level or Higher). As a bonus action, the illusionist Languages any one language (usually Common)
projects an illusion that makes the illusionist appear to be Challenge 1/2 (100 XP)
standing in a place a few inches from its actual location,
causing any creature to have disadvantage on attack rolls
against the illusionist. The effect ends if the illusionist takes Keen Hearing and Sight. The scout has advantage on Wisdom
damage, it is incapacitated, or its speed becomes 0. (Perception) checks that rely on hearing or sight.

Actions Actions
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one Multiattack. The scout makes two melee attacks or two
target. Hit: 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1) ranged attacks.
bludgeoning damage if used with two hands. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Gromlik Three-Teeth Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft.,
(Knight) one target. Hit: 6 (1d8 + 2) piercing damage.
Medium humanoid (any race), any alignment

Armor Class 18 (plate)


Hit Points 52 (8d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)

Saving Throws Con +4, Wis +2


Senses passive Perception 10
Languages any one language (usually Common)
Challenge 3 (700 XP)

Brave. The knight has advantage on saving throws against


being frightened.

Dragon+ 18 | The Crypts of Kelemvor 15


Not for resale. Permission granted to print or photocopy this document for personal use only.

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